Many players may not know what the calculation mechanism and improvement methods are for all attributes on the character panel in the Ark of Destiny game. The editor below will bring you the full attribute calculation mechanism and improvement strategy of the Ark of Destiny character panel. Interested friends can learn about it together.
Full attribute calculation mechanism and improvement methods on the character panel:
1. Basic attack power, weapon attack power and main attributes
Basic attack power = floor( sqrt( weapon attack power * main attribute / 6 )
The main sources of weapon attack power: weapon enhancement level, bracelets, enchantments
The main sources of main attributes: armor enhancement level, jewelry, bracelets, enchantments, collectibles, fashion effects
Actual attack power = basic attack power * extra attack power multiplication area
Extra attack power multiplication area = Engraved attack power multiplication area * Own buff attack power multiplication area * Buff attack power multiplication area from other sources
Skill panel damage = skill base damage + skill damage multiplication area * basic attack power
Actual skill damage = skill panel damage * extra attack power multiplication area = (skill basic damage + skill damage multiplication area * basic attack power) * extra attack power multiplication area
2. Extra damage (independent riding area)
Main sources: weapon quality, legion leader suit effect, enchantment effect, self-buff, auxiliary buff.
Bracelet weapon quality, enchantment effects, and legion commander suit effects are in the same multiplication zone, and self-buffs and auxiliary buffs are independent multiplication zones.
3. Combat attributes (fatal/expertise/quick, etc.)
Main sources: jewelry, collectibles, pet bonuses
Deadly provides critical hit chance
Expertise provides different professional characteristic bonuses and awakening damage according to different professions.
Quickly provide attack speed, movement speed and CD reduction
Suppression provides damage to units affected by control levels 2 (knocked down/knocked up) & level 3 (stun, fear, paralysis, etc.) and damage to paralyzed enemies.
Patience provides defense. Shield bonus and self-return bonus. (Including but not limited to the shield/blood return given by oneself, the shield/blood return given by teammates, the blood return brought by taking medicine, excluding the shield amount/blood return provided by oneself to teammates)
Mastery increases your Weakness value, the duration of level 3 control exerted on others, and shortens the duration of control exerted by others on you. (The main application scenarios are the proficient black maniac in guild wars and the proficient warlord in hell)
4. Reduce cd
Primary Sources: Tripod, Swift, Suit, Conviction, Inscription, Gemstone
Except for magic flow inscription, all calculation methods between cd and cd are independent multiplication zones.
The CD reduction provided by the magic flow and the speed are in the same multiplication area.
The actual CD of the skill = (Skill Panel CD - The reduced CD provided by the tripod) * multiplication area 1 * multiplication area 2 * ...
5. Attack speed/movement speed
Main sources: speed, set effect, self buff, teammate buff
The normal upper limit of attack speed and movement speed is 140%. In actual games, some scenes can exceed 140% movement speed. (For example, when there is a compass bonus on the island)
The skill release speed is directly proportional to the attack speed, and is an independent multiplication zone from the skill itself.
Attack speed and super charged inscription/quick cast inscription are independent zones. When using displacement skills, the movement speed depends on the attack speed and has nothing to do with the movement speed. (Such as the Warlord's Charge, the Paladin's Drag Sword, and the Bard's Laying Eggs)
6. Critical hit rate/crit damage/extra damage caused when critical hit
The main sources of critical hit rate/explosion damage: fatal, bracelet, set effect, enchantment effect, self buff, team buff.
Sources of additional damage caused when critical hits: Gunslinger team buff (the most handsome boy), enchantment suit effects.
Damage Expectation = Base Damage* (1 + Critical Hit Chance* (Crit Damage* (1 + Extra Damage on Critical Hit) - 1))
7. Vitality, physical strength and maximum blood volume
The main sources of vitality: equipment enhancement level, jewelry, stones, collection.
The main source of physical strength: equipment quality.
Maximum blood volume formula: (basic health + vitality * vitality coefficient (different professions, different coefficients)) * (stamina/140)%
8. Mana amount and mana recovery speed
The main source of mana: character level (added at each level from 50 to 55, no added after 55)
The mana recovery speed is proportional to the mana amount (mana amount upper limit +50% == mana recovery speed +50%)
9. Defense, armor penetration and damage reduction
Main sources of basic defense: equipment enhancement level, endurance
Basic defense formula: (Basic defense + equipment defense) * Defense coefficient (different professions have different coefficients) * Patience
Damage reduction formula: Armor/(Armor + 6500) (The number 6500 will change according to level, it is 6500 at level 60)
The actual working principle of heavy armor engraving is unknown. When the heavy armor was weakened before, the specific working principle of heavy armor was changed. After the weakening, no test data could be found. The key point is difficult to measure. Whether the damage reduction formula applies, and whether it is additive or multiplicative with endurance, it is difficult to say. It is open to question.
Enemy armor works in the same way as characters.
The armor of a level 60 monster is around 5800~6500. If calculated as 6000, the 12% armor reduction buff = 6.1% damage increase, and as 6500 it is 6.3%. (The difference of 0.2% is really difficult to measure, so I can only give an interval.)
10. The riding area where monsters receive damage
Monster type damage source (demon damage, etc.): independent multiplication zone, the source is card collection.
Weak attribute damage (weak light, weak dark, etc.): independent multiplication zone.
11. Other damage multiplication areas not mentioned should be multiplication calculations, such as:
Elemental damage multiplication zone: independent multiplication zone, all bonuses are multiplied. (Example: The mage activates the fire damage bonus, and the summoning professional engraving damage bonus is multiplied by the element card)
Inscription damage multiplication zone: Except for inscriptions that increase attack power/crit rate/explosion damage, all mainstream inscriptions are independent multiplication zones.
Head and back hit correction: Head hit provides 20% independent damage multiplication zone and 10% additional paralysis value, and back hit provides 5% independent damage multiplication zone and 10% increased critical hit rate.